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[SUBMISSION] Blood Maykr

  • Ak47fu2
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11 months 4 weeks ago - 11 months 3 weeks ago #1 by Ak47fu2
[SUBMISSION] Blood Maykr was created by Ak47fu2
Name: Blood Maykr
Difficulty: Medium
Connections: None
Summon: BloodMaykr
Melee: No
Distance: Projectile
Type: Demon Cybernetic, Maybe Undead and Alien if you think too much lol.
Brightmaps: No
Actor modification: No
ACS: No

Credits:
Code: Ak47fu2 and Werlyñakadera (Ak47fu2 made DECORATE and Werlyñakadera made SNDINFO)
Sounds: Id Software, Bethesda, and Evil Banana 202 (ripped sounds and put them in a yt video).
Sprites: Mryayayify, Id Software, and Bethesda
Idea Base: Doom Eternal Blood Maykr

Description:A simplified Blood Maykr that just shoots and doesn't have that annoying shield.
Last edit: 11 months 3 weeks ago by Ak47fu2. Reason: Text got fucked up when I fixed the transparent png. Fixed now.

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  • DeVloek
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11 months 2 weeks ago #2 by DeVloek
Replied by DeVloek on topic [SUBMISSION] Blood Maykr
First off, the pk3 has the same folder structure issue as the Carcass. Rename the folders to fix this.

I gotta be honest, this one is quite underwhelming. I don't mind simplified but it's too simple of a monster that's supposed to be a miniboss, and it behaves nothing like the Doom Eternal Bloodmaykr.

Some suggestions to make him behave more like the original:
  • increase movement speed
  • add ability to fly
  • make him shoot bursts of several fireballs instead of just one
  • give the fireballs a random spread so they are harder to dodge
  • increase fireball speed

Also I noticed that during the attack animation, the "muzzeflash" frame doesn't sync up with the projectile spawn, it is played too late after the projectile was already fired.

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  • Ak47fu2
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11 months 2 weeks ago #3 by Ak47fu2
Replied by Ak47fu2 on topic [SUBMISSION] Blood Maykr
I will fix the folders. I tried giving him the ability to fly but it looked really wierd when he flys to the top of a map, I am not sure how to put a limit on how high he can fly. Making him and the fireballs faster is a good idea and I will do that soon. I will try making him shoot more fireballs aswell. I will also fix the muzzleflash frame. Thanks

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  • DeVloek
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11 months 2 weeks ago #4 by DeVloek
Replied by DeVloek on topic [SUBMISSION] Blood Maykr
"I am not sure how to put a limit on how high he can fly"

This would be really easy to do in Zscript and it probably can be done in Decorate too, but I have no idea how. Decorate is a serious downgrade for me at this point so I'm sorry that I can't help there.

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11 months 2 weeks ago #5 by Ak47fu2
Replied by Ak47fu2 on topic [SUBMISSION] Blood Maykr
Its okay.

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11 months 2 weeks ago #6 by Ak47fu2
Replied by Ak47fu2 on topic [SUBMISSION] Blood Maykr
Alright so I decided to get off my lazy ass and start fixing all the stuff lol. I also added some other stuff to make him a bit different. How is he now?
Attachments:

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  • DeVloek
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11 months 2 weeks ago #7 by DeVloek
Replied by DeVloek on topic [SUBMISSION] Blood Maykr
Not a fan of the permanent reflect tbh. This will just make him a big annoyance because half of all weapons won't work at all. Imho reflect should be restricted to a shield effect or something like that.

But I like the improved attack (maybe still add some random spread?) and that he can fly now. I was thinking, maybe it would be cool to have him hover up and down? ThrustThingZ could do it, kinda like this
Code:
See: TNT1 A 0 ThrustThingZ(0,randompick(0,10),random(0,1),0) BLMR AAAAAAAA 4 A_Chase TNT1 A 0 A_Stop Loop
This would also prevent him from drifting off like those damn cacodemons love to do.

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  • Ak47fu2
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11 months 1 week ago - 11 months 1 week ago #8 by Ak47fu2
Replied by Ak47fu2 on topic [SUBMISSION] Blood Maykr
Hmm. I will add the ThustThingZ. Any idea if there is a way to make the reflect/deflect only work on rockets and not plasma weapons or should I just remove it all together?
Last edit: 11 months 1 week ago by Ak47fu2. Reason: What did I even type lol?

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  • DeVloek
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11 months 1 week ago #9 by DeVloek
Replied by DeVloek on topic [SUBMISSION] Blood Maykr
Pretty sure it's possible with zscript to reflect only certain projectiles, but I think it would be better to make Reflect a temporary effect that activates only once in a while (for example when entering the pain state) and wears off after a few seconds. Also, and this is really important imo, there needs to be some kind of tell that Reflect is active. Like a sprite or palette change, particle fx etc. Looking at the DE Bloodmaykr he starts to glow in a golden light when his shield is active, maybe you can do something like that.

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11 months 1 week ago #10 by Ak47fu2
Replied by Ak47fu2 on topic [SUBMISSION] Blood Maykr
I think I will just remove it entirely. I do not want to see that annoying yellow shield lol

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